unrealwiki:Scratchpad: Difference between revisions

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<uscript>
<uscript>
    // if spider mode, update rotation based on floor
simulated function MonitorVehicleSpawnBlocking()
    function UpdateRotation(float DeltaTime, float maxPitch)
{
    {
  local HUD myHUD;
    local vector X,Y,Z;
  local HUD.HudLocalizedMessage Message;
        local rotator ViewRotation;
        local vector MyFloor, CrossDir, FwdDir, OldFwdDir, OldX, RealFloor;


        if ( bInterpolating || Pawn.bInterpolating )
  myHUD = PlayerOwner.myHUD;
        {
  Message = myHUD.LocalMessages[0];
            ViewShake(deltaTime);
}
            return;
        }
 
GetAxes(Rotation,X,Y,Z);
 
        TurnTarget = None;
        bRotateToDesired = false;
        bSetTurnRot = false;
 
if (PolarityPawn(Pawn).currentSurfaceNormal == -oldSurfaceNormal)
MyFloor = oldSurfaceNormal Cross X;
else
        MyFloor = PolarityPawn(Pawn).currentSurfaceNormal;
 
        if ( MyFloor != oldSurfaceNormal )
        {
            // smoothly change floor
            RealFloor = MyFloor;
            MyFloor = Normal(6*DeltaTime * MyFloor + (1 - 6*DeltaTime) * oldSurfaceNormal);
            if ( (RealFloor Dot MyFloor) > 0.9999 )
                MyFloor = RealFloor;
else
{
// translate view direction
CrossDir = Normal(RealFloor Cross oldSurfaceNormal);
FwdDir = CrossDir Cross MyFloor;
OldFwdDir = CrossDir Cross oldSurfaceNormal;
X = MyFloor * (oldSurfaceNormal Dot X)
+ CrossDir * (CrossDir Dot X)
+ FwdDir * (OldFwdDir Dot X);
X = Normal(X);
 
Z = MyFloor * (oldSurfaceNormal Dot Z)
+ CrossDir * (CrossDir Dot Z)
+ FwdDir * (OldFwdDir Dot Z);
Z = Normal(Z);
oldSurfaceNormal = MyFloor;
Y = Normal(MyFloor Cross X);
}
        }
 
        if ( (aTurn != 0) || (aLookUp != 0) )
        {
            // adjust Yaw based on aTurn
            if ( aTurn != 0 )
                X = Normal(X + 3 * Y * Sin(0.0005*DeltaTime*aTurn));
 
            // adjust Pitch based on aLookUp
            if ( aLookUp != 0 )
            {
                OldX = X;
                X = Normal(X + 3 * Z * Sin(0.0005*DeltaTime*aLookUp));
                Z = Normal(X Cross Y);
 
                // bound max pitch
                if ( (Z Dot MyFloor) < 0.25 /* was 0.707 */ )
// TODO FIX CAMERA PITCH EXTREMES
                {
                ClientMessage("OldX: " $ OldX);
                    OldX = 0.252*Normal(OldX - MyFloor * (MyFloor Dot OldX));
              // WAS:    OldX = Normal(OldX - MyFloor * (MyFloor Dot OldX));
                ClientMessage("New OldX: " $ OldX);
                   
                    if ( (X Dot MyFloor) > 0)
                        X = Normal(OldX + MyFloor);
                    else
                        X = Normal(OldX - MyFloor);
ClientMessage("FinalX: " $ X);
                    Z = Normal(X Cross Y);
                }
               
            }
 
            // calculate new Y axis
            Y = Normal(MyFloor Cross X);
        }
        ViewRotation =  OrthoRotation(X,Y,Z);
        SetRotation(ViewRotation);
        ViewShake(deltaTime);
        ViewFlash(deltaTime);
        Pawn.FaceRotation(ViewRotation, deltaTime );
    }
</uscript>
</uscript>

Revision as of 03:35, 1 May 2008

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simulated function MonitorVehicleSpawnBlocking()
{
  local HUD myHUD;
  local HUD.HudLocalizedMessage Message;

  myHUD = PlayerOwner.myHUD;
  Message = myHUD.LocalMessages[0];
}